Is this a joke? Honestly?
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RPGs seem to have this annoying obsession with forcing you to make irreversible decision that significantly effect the 40+ hours of your entire game experience without telling you the consequences of your actions.
Mass Effect doesn't do this.
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Wow was it annoying to find out I couldn't get the ultimate weapon in FFXII because I didn't magically know which four chests throughout the entire game I wasn't supposed to open, especially considering that the game never even hinted that I shouldn't open chests
Yeah, because having hidden items throughout the games ******* SUCK. In fact, when I beat a game, I want it to just HAND me everything I didn't find, so I can save my game with 100% completion and never play it again.
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One of my friends had lost Wrex, who was him main support character, because he was just playing for fun without planning, and that screwed him over the rest of the game. So I knew which class I wanted to play because I found information about what they actually did instead of the game's explanation of the cosmetic flavor of each class. I knew that I would be forced to choose between Ashley and Kaidan so I made sure not to ***** up my party and plan it with both of them.
Major problem with this:
It doesn't really matter.
All of your characters gain exp at the same time, whether you're using them or not, and when any of those 3 major characters die, all the equipment they had is returned to you. Would you prefer to play games in which major characters CAN'T die?
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I knew I needed either high charm or high intimidate.
You don't NEED it unless you want to keep Wrex, which you don't NEED to do. If your characters personality (defined by YOU, I might add) is simply completely antisocial, you can't expect Wrex to survive. You're not going to have the Charisma or personality to talk him out of his decision, and you're not going to be able to intimidate him if, again, it doesn't suit your characters personality.
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Immediately I was hit by the first issue that made me groan--character design. Western RPGs have an strange obsession with designing your own characters' appearance. I have nothing against purely aesthetic game features, but the problem is that they are largely inconsequential. Shifting your jaw line, slightly changing the angle of your ears, and moving your eyebrows a maximum of .1 cm up or down is just ridiculous. Why not give me an option to adjust toenail length? Only 4 options really matter: hair style, hair color, and skin color, and eye color. Holding those constant characters looks mostly identical no matter what else you change. The majority of the time you will be looking at the back of your characters' head. Designing a character is like having to discuss with one's spouse whether "Sea Blue" or "Deep Sea Blue" would be best for the baby's room.
If it annoys you, use one of the preset faces and skip it. Since the player takes on the role of the main character, they add immersion to it. There's nothing wrong with it, at all, and it adds a deeper level of customization and characterization.
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Fine, I finish that and move on to problem number 2: back ground. Here begins the greatest flaw of any RPG. Irreversible decisions that significantly effect game play without telling you the consequences of your decision. I get to choose a childhood and exploit to define my background. Luckily I had read a guide ahead of time and made sure to pick the correct choices for the affect I wanted to achieve--paragon in this case.
Your background doesn't affect the outcome of the game THAT much. It's a very, very basic decision: Do you want to be an *******, or a good guy? And you know what? It doesn't take any research to pick the right one. The developers assume you're not a total ******* ****** and that your character is going to (gasp) STAY IN CHARACTER! It only matters if you pick a more paragon-oriented choice and then proceed on the Renegade track. And guess what? Even then...you can still get the Achievement for max Paragon or Renegade!
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Finally I get to the opening cut scene that exposes the setting of the game. The story looks promising. Then problem number 3 occurs. I get into my first conversation and have to make a conversational decision. Joker is unhappy with the spectre. I hadn't looked up this part ahead of time, but I wasn't too early. Cliched binary decisions of good versus evil are generally easy to guess in Western RPGs. Joker seemed little insubordinate so I thought that as a paragon of good I should tell him to get in line. After all a paragon would want to follow rules and regulations right, and a renegade would condone his insubordination? Apparently not. Apparently the designers interpreted paragon in this particular instance to mean someone who gets along with others (condoning Joker) and renegade to be someone who rocks the boat (telling him to get his act together). Less than a minute into actually playing the game and I'm already hit with a mistakes.
Again, it doesn't matter if you got 1 ******* renegade point in the very beginning of the gain. Oh, and for the record:
A paragon would likely be more compassionate and lenient (especially with Joker, but you'd know that if you'd play more then 15 minutes in), whereas a Renegade is more likely simply to be a douche.
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So I reset, go through the lengthy character creation process again--ignoring minor details--and try again. This time I had looked up the correct answers in a guide to make sure. I finish with Joker getting the paragon bonus and explore the ship. I find a conversation opportunity with Jenkins and engage him. I had made sure to look this conversation up as well, but the guide was a little vague and simply said "be supportive of Jenkins" for the paragon path. So the doctor is chiding him and I tell her to lay off. He is concerned about an upcoming mission and I tell him not to worry. Bam, renegade again. I don't understand how.
Oh. You seem to be picking a lot of Renegade options. Maybe you should just pick the ******* Renegade track and stop QQing about how excellent games have flaws, when in reality you're just retarded.
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You are correct, and I'd rather not do this, but almost every RPG forces the player to do this if he/she doesn't want to miss out on the good ending, lose a character, build their characters wrong, or miss a special item.
A game shouldn't ask you "Pick a colored orb: red or blue. Oops you picked blue, that means you can't get the good ending."
What good games do this where the choice is not either completely and totally obvious (for the ending), or part of the plot development (character's dying)? Almost every game I've played that has multiple endings has them based off of 2 things: either game completion (as in completion percentage), or the difficulty (beat Kingdom Hearts II on Proud mode for example, and you unlock an extended ending).
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If I don't look ahead I chance ruining my entire gaming experience.
No, you don't.
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Exactly, which is why I am so disappointed in a genre that consistently forces the player to do so in order to fully enjoy a game.
It doesn't force you to do it at all. I got the game last Christmas, and on my first playthrough I kept Wrex and maxed Paragon (I even got some Renegade points in there...OH NOES RESTART THE GAME).
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the issues I'm complaining about make the game worse, not better, and are easily fixed.
No. They. Don't.